COMPETITIVE LANDSCAPE
Tencent strengthens lead due to presence in digital content and localised strategy
Fragmentation characterises the competitive landscape of video games in Taiwan, with the top five global companies representing only 29% share of value sales in 2024, which falls below the Asia Pacific average. However, category concentration increased over the review period, with the top five global companies accounting for 28% value share in 2019.
Netmarble's gachapon game success driven by anime IPs in Taiwan
In 2024, Korean publisher Netmarble gained greater interest in Taiwan, largely due to the strong performance of mobile gachapon games such as The Seven Deadly Sins: Grand Cross, which leverages anime intellectual properties that resonate with Taiwanese consumers who are fond of Japanese culture. Mobile role-playing games and mobile gaming companies, in general, have shown strong growth and are likely to gain further momentum in the coming years considering the dynamic outlook for mobile games in general.
Positive reception to local game Nine Sols
Nine Sols is a 2D action platformer video game released in 2024 and developed by Red Candles Games. It features what is referred to as a “Taopunk”, an aesthetic blending cultural and visual aspects of Asian fantasy with futuristic, cyberpunk themes and has been well-received by both local and international audiences.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in Taiwan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Taiwan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Video Games in Taiwan report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Taiwan?
- Which are the leading brands in Video Games in Taiwan?
- How are products distributed in Video Games in Taiwan?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Taiwan?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Taiwan - Category analysis
KEY DATA FINDINGS
Digital software continues to drive sales of video games
Video games software sees rapid digitisation, while subscription services boost access
Innovation by Red Candle Games highlights localisation strategies and market success
Support for esports helps to increase visibility and interest in video games
Video games software to drive future growth over forecast period
Nintendo's marketing sustains Switch dominance, but potentially limits Switch Lite sales
Local content set to gain greater prominence
Tencent strengthens lead due to presence in digital content and localised strategy
Netmarble's gachapon game success driven by anime IPs in Taiwan
Positive reception to local game Nine Sols
Digital downloads increase as retail e-commerce dominates video games distribution
9SPlay utilises Google Cloud to enhance game performance in Asia
Xbox Game Pass boosts retention as gamers favour mobile streaming
Toys and Games in Taiwan - Industry Overview
Video games, collectibles and kidults drive industry growth
Video games experiences fastest growth and remains largest category
Labubu drives kidult demand for collectibles with "ugly-cute" aesthetic
9SPlay achieves faster deployment through cloud integration and partnership
Chainsaw Man exhibition provides behind-the-scenes look at anime series
Video games to continue to drive sales of toys and games
Traditional toy companies look to Hasbro and Lego for growth strategies
Addressing the challenge of a falling birth rate and ageing population
Fragmented competitive landscape led by major video games companies
Local brand expands with focus on sustainable materials
Netmarble gains attention with anime-inspired gachapon success
Retail e-commerce continues to dominate overall distribution
Animation convention and toy collaborations help to generate sales
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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